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https://github.com/unanmed/HumanBreak.git
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fix: 作者
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parent
216e8119c4
commit
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@ -165,6 +165,7 @@
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<script src='libs/thirdparty/localforage.min.js'></script>
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<script src='libs/thirdparty/localforage.min.js'></script>
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<script src='libs/thirdparty/zip.min.js'></script>
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<script src='libs/thirdparty/zip.min.js'></script>
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<script src="libs/thirdparty/lodash.min.js"></script>
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<script src="libs/thirdparty/lodash.min.js"></script>
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<script id='dataScript' src='project/data.js'></script>
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<script id='mainScript' src='main.js'></script>
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<script id='mainScript' src='main.js'></script>
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<script src="/src/main.ts" type="module"></script>
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<script src="/src/main.ts" type="module"></script>
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@ -124,7 +124,7 @@ var data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d =
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"武器",
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"武器",
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"盾牌"
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"盾牌"
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],
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],
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"startBgm": null,
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"startBgm": "bgm.mp3",
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"styles": {
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"styles": {
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"startBackground": "project/images/bg.jpg",
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"startBackground": "project/images/bg.jpg",
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"startVerticalBackground": "project/images/bg.jpg",
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"startVerticalBackground": "project/images/bg.jpg",
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@ -314,7 +314,7 @@ export class SettingDisplayer extends EventEmitter<SettingDisplayerEvent> {
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export const mainSetting = new MotaSetting();
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export const mainSetting = new MotaSetting();
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// 添加不参与全局存储的设置
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// 添加不参与全局存储的设置
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MotaSetting.noStorage.push('action.autoSkill', 'screen.fullscreen');
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MotaSetting.noStorage.push('screen.fullscreen');
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const storage = new GameStorage(GameStorage.fromAuthor('AncTe', 'setting'));
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const storage = new GameStorage(GameStorage.fromAuthor('AncTe', 'setting'));
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@ -402,9 +402,7 @@ mainSetting
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'显示设置',
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'显示设置',
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new MotaSetting()
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new MotaSetting()
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.register('fullscreen', '全屏游戏', false, COM.Boolean)
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.register('fullscreen', '全屏游戏', false, COM.Boolean)
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.register('halo', '光环显示', true, COM.Boolean)
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.register('itemDetail', '宝石血瓶显伤', true, COM.Boolean)
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.register('itemDetail', '宝石血瓶显伤', true, COM.Boolean)
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.register('heroDetail', '勇士显伤', false, COM.Boolean)
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.register('transition', '界面动画', false, COM.Boolean)
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.register('transition', '界面动画', false, COM.Boolean)
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.register('antiAlias', '抗锯齿', false, COM.Boolean)
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.register('antiAlias', '抗锯齿', false, COM.Boolean)
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.register('fontSize', '字体大小', 16, COM.Number, [8, 28, 1])
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.register('fontSize', '字体大小', 16, COM.Number, [8, 28, 1])
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@ -417,7 +415,6 @@ mainSetting
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'action',
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'action',
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'操作设置',
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'操作设置',
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new MotaSetting()
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new MotaSetting()
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.register('autoSkill', '自动切换技能', true, COM.Boolean)
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.register('fixed', '定点查看', true, COM.Boolean)
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.register('fixed', '定点查看', true, COM.Boolean)
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.register('hotkey', '快捷键', false, COM.HotkeySetting)
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.register('hotkey', '快捷键', false, COM.HotkeySetting)
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.setDisplayFunc('hotkey', () => '')
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.setDisplayFunc('hotkey', () => '')
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@ -436,16 +433,12 @@ mainSetting
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.register(
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.register(
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'utils',
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'utils',
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'系统设置',
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'系统设置',
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new MotaSetting()
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new MotaSetting().register('autoScale', '自动放缩', true, COM.Boolean)
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.register('betterLoad', '优化加载', true, COM.Boolean)
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.register('autoScale', '自动放缩', true, COM.Boolean)
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)
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)
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.register(
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.register(
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'fx',
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'fx',
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'特效设置',
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'特效设置',
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new MotaSetting()
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new MotaSetting().register('frag', '打怪特效', true, COM.Boolean)
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.register('paraLight', '野外阴影', true, COM.Boolean)
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.register('frag', '打怪特效', true, COM.Boolean)
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)
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)
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.register(
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.register(
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'ui',
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'ui',
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@ -87,7 +87,7 @@ export class GameStorage<T extends object = any> {
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* @param key 存储名称
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* @param key 存储名称
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*/
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*/
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static fromAuthor(_: any, key: string) {
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static fromAuthor(_: any, key: string) {
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return `${core.firstData.author}@${key}`;
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return `${data_a1e2fb4a_e986_4524_b0da_9b7ba7c0874d.firstData.author}@${key}`;
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}
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}
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/**
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/**
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@ -4,7 +4,6 @@
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"是否全屏进行游戏,全屏后按ESC退出全屏,开启后将不能通过按ESC开启系统设置菜单,",
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"是否全屏进行游戏,全屏后按ESC退出全屏,开启后将不能通过按ESC开启系统设置菜单,",
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"请按下方的按钮打开。进入或退出全屏后请存读档一下,以解决一部分绘制问题。"
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"请按下方的按钮打开。进入或退出全屏后请存读档一下,以解决一部分绘制问题。"
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],
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],
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"halo": ["开启后,会在地图上显示范围光环。"],
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"itemDetail": ["是否在地图上显示宝石血瓶装备等增加的属性值"],
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"itemDetail": ["是否在地图上显示宝石血瓶装备等增加的属性值"],
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"transition": [
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"transition": [
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"是否展示当一个ui界面,如怪物手册等的打开与关闭时的动画。当此项开启时,",
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"是否展示当一个ui界面,如怪物手册等的打开与关闭时的动画。当此项开启时,",
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@ -19,10 +18,6 @@
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"criticalGem": ["临界是否显示为在当前地图要吃的宝石数"]
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"criticalGem": ["临界是否显示为在当前地图要吃的宝石数"]
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},
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},
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"action": {
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"action": {
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"autoSkill": [
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"开启后,打怪物的时候会自动选择伤害最低的技能。同时显伤也会显示此状态下的伤害,",
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"临界也会考虑技能在内"
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],
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"fixed": [
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"fixed": [
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"开启后,当鼠标移动到怪物上时,会以盒子的形式展示该点的怪物信息。手机端此功能无效。",
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"开启后,当鼠标移动到怪物上时,会以盒子的形式展示该点的怪物信息。手机端此功能无效。",
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"<br>",
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"<br>",
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@ -36,15 +31,6 @@
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]
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]
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},
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},
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"utils": {
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"utils": {
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"betterLoad": [
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"<span style=\"color: yellow; font-weight: 700\">试验性功能</span>",
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"<br>",
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"开启后游戏将对加载进行优化,缩短进入游戏时的加载时长,而在游戏中对资源进行部分性按需加载,从而对加载进行优化。",
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"该设置不会影响你的正常游戏,但如果网络环境较差,可能会导致部分楼层转换时间明显变长。",
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"<br>",
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"<br>",
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"注:修改后刷新页面起效。"
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],
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"autoScale": [
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"autoScale": [
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"开启后,每次进入游戏时会自动缩放游戏画面至合适值。该项只对电脑端有效。",
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"开启后,每次进入游戏时会自动缩放游戏画面至合适值。该项只对电脑端有效。",
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"<br>",
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"<br>",
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@ -57,9 +43,6 @@
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]
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]
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},
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},
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"fx": {
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"fx": {
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"paraLight": [
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"是否开启野外的平行光阴影,在野外将会显示平行光阴影,模拟太阳光,拥有不错的视觉效果"
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],
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"frag": ["开启后,在打败怪物后会触发怪物碎裂特效。"]
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"frag": ["开启后,在打败怪物后会触发怪物碎裂特效。"]
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}
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}
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}
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}
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@ -6,10 +6,10 @@
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@click="keyboard.emitKey(key, i)"
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@click="keyboard.emitKey(key, i)"
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:active="checkAssist(assist, key.key)"
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:active="checkAssist(assist, key.key)"
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:style="{
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:style="{
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left: `${key.x}px`,
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left: `${key.x * scale}px`,
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top: `${key.y}px`,
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top: `${key.y * scale}px`,
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width: `${key.width}px`,
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width: `${key.width * scale}px`,
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height: `${key.height}px`
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height: `${key.height * scale}px`
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}"
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}"
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>
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>
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<span
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<span
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@ -24,6 +24,7 @@
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import { checkAssist } from '@/core/main/custom/hotkey';
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import { checkAssist } from '@/core/main/custom/hotkey';
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import { Keyboard } from '@/core/main/custom/keyboard';
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import { Keyboard } from '@/core/main/custom/keyboard';
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import { KeyboardEmits } from '@/core/main/custom/keyboard';
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import { KeyboardEmits } from '@/core/main/custom/keyboard';
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import { mainSetting } from '@/core/main/setting';
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import { KeyCodeUtils } from '@/plugin/keyCodes';
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import { KeyCodeUtils } from '@/plugin/keyCodes';
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import { nextTick, onUnmounted, ref } from 'vue';
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import { nextTick, onUnmounted, ref } from 'vue';
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@ -31,8 +32,10 @@ const props = defineProps<{
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keyboard: Keyboard;
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keyboard: Keyboard;
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}>();
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}>();
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const scale = mainSetting.getValue('screen.keyScale', 100) / 100;
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const assist = ref(props.keyboard.assist);
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const assist = ref(props.keyboard.assist);
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const fontSize = `${props.keyboard.fontSize}px`;
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const fontSize = `${props.keyboard.fontSize * scale}px`;
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const [width, height] = (() => {
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const [width, height] = (() => {
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const key = props.keyboard;
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const key = props.keyboard;
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z-index: 1;
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z-index: 1;
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flex-direction: column;
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flex-direction: column;
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transition: height 0.2s ease;
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transition: height 0.2s ease;
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width: 20%;
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width: 25%;
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.start-button {
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.start-button {
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position: relative;
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position: relative;
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@ -376,7 +376,6 @@ onUnmounted(() => {
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rgb(255, 255, 255),
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rgb(255, 255, 255),
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rgb(255, 251, 0)
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rgb(255, 251, 0)
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);
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);
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margin-bottom: 2%;
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}
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}
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#back {
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#back {
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@ -385,7 +384,6 @@ onUnmounted(() => {
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rgb(255, 255, 255),
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rgb(255, 255, 255),
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rgb(132, 132, 132)
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rgb(132, 132, 132)
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);
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);
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margin-bottom: 2%;
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}
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}
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}
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}
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@ -394,22 +392,22 @@ onUnmounted(() => {
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display: flex;
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display: flex;
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align-items: center;
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align-items: center;
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flex-direction: row-reverse;
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flex-direction: row-reverse;
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justify-content: flex-start;
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justify-content: space-around;
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right: 5%;
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right: 5%;
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bottom: 10%;
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bottom: 10%;
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font-size: 1.3em;
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font-size: 1.3em;
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z-index: 1;
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z-index: 1;
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width: 50%;
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width: 12%;
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background-color: #0008;
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border-radius: 10px;
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.setting-buttons {
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.setting-buttons {
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margin-left: 4%;
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color: white;
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color: white;
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transition: color 0.2s linear;
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transition: color 0.2s linear;
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cursor: pointer;
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cursor: pointer;
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}
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}
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.setting-buttons2 {
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.setting-buttons2 {
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margin-left: 4%;
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position: relative;
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position: relative;
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top: 1px;
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top: 1px;
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}
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}
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